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I'm not going to weigh in on the logic of either side's arguments, but I will ask that everyone read over what they write and really consider if the words they used are polite and won't be inflammatory intentionally or not. You cant account for people's tolerances perfectly but at least try to say your piece without saying things that can be easily construed as overly dismissive of the other side of the argument, thank you.

Please endeavour to be cordial. :^)
 
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I just want to talk about the imagery of the sight of a falling star when Snorri fell from the sky, do dwarves know what a falling star is or looks like? that some mythical tier deed stuff right there, I wonder if Karstah will attempt to replicate Snorri's deeds in the future as the Heir
 
I just want to talk about the imagery of the sight of a falling star when Snorri fell from the sky, do dwarves know what a falling star is or looks like? that some mythical tier deed stuff right there, I wonder if Karstah will attempt to replicate Snorri's deeds in the future as the Heir
Fuck....
We should have borrowed Meteorfall.
How could we have been so short sighted. :cry::cry::cry:

Anyway yes dwarves do know what shooting stars are.
 
No, see, we just need to do some prepwork. Perhaps an armored metal box designed to be dropped from great heights. We can design the sides to pop open upon landing. We can even cover the box in runes of impact and safety so that the occupants don't suffer the great crash of impact. We can then load ourself and a select group of Hearthguard to strike deep behind enemy lines.
I'm more worried for our transport.
 
Karstah my girl, showing up the living ancestor bodyguards of her master father. I'm so proud of her.

As for the boss battle. I personally love it when our character hard counters enemies, curb stomping big bosses is always amusing. I would love to see her thoughts in the last minute, wondering what was happening, since so many deamons kept being freed and attacking her(also just waiting for the angry Klausson mutters)
 
I can kinda answer that,
Because of a lack of set and BA synergy its a half step below Zharrgal which itself is a step below the top tier.


Zharrgal and Skarrenbakraz both got a free +5 for BA synergy, otherwise the tiering was +10 for a Legendary and +20 for a Mythic item.

Depending on how you interpret this:

It may have had twice the item breaking effect of Zharrgal which would maybe make it better.
Personally I think its the cumulative effect of both items however and shouldn't be treated seperately.

The most important thing about the Eye I think is that A) It was free, B) depending on how you interpreted soulcakes statements it may be a free +1 to our normal equipment limit which if true will significantly elevate it after we have a full loadout.

I think depending on your opinions and interpretations of partial data, you can make reasonable arguments about if its superior or not to Zhargall. However...
I think its safe to say thats its worse than both our Mythics by a significant margin, aside from their higher base increases, which are actually a bare minimum estimate as they give additional in The Earth Shadow trait and BA boosts.
Bungie has already shown how Regen doubles Snorris effective health pool against significantly more powerful enemies and that doesn't consider their effects in giving additional wounds. And Skarren was effectively another slowly growing bonus as it passively killed the Mearghs backup choir.
E:

Thats basically their racial build, they punch way above their weight due to overcharged however fragile items from Daemon smithing.
Against a archetypical Runelord, the Meargh should have a higher bonus and it would be a test of the dwarfs ability to resist the sheer power of the sorcerer until they've weakened the magic and items enough that they can turn the tide.
This gal got unlucky to meet the Oldest Runelord in the North who can nearly match her in a contest of power (fewer wounds and regen) and brought multiple items to accelerate her items decay.
I don't think we really appreciated this before seeing this combat break down
Yeah, but this was a Maergh in one of the outlying cities, not one of the inner ones or the capital. The fact that she was this strong doesn't bode well for what the stronger Maerghs will be like.
 
So we have the three rune combo. The Hammer, Cape, and Armor. Can we add more OP rune items to make Snorri the Literal Storm that is Approaching, that gives him the ability to dead lift and wrestle with Metal Gears Giants?
 
Corruption of Praag: Emergency Insertion

If the Dwarves found a way to safely drop troops from the sky, so can we!
-- Last words of Engineer Otto Mensing before falling to his death

The wind howled in his ears as Vaogut Ironfoot grimly held onto the taunt leather straps securing him to the chest of Rabbitcatcher as they sped south. To Praag. Around him, lit dimly by the flashing lightning, were his brothers-in-arms, nine in total. Each strapped to their respective allies. Unnaturally fast stormwinds, conjured by the efforts of the greatest Stormcallers amongst the Brana of Karak Drakk, forced them onward, faster than they had ever flown before. For Praag had called upon the ancient oaths and binding pacts sworn by all those who stood on the front line against Chaos for help. A cult of the ruinous powers had risen up in the streets of their city, seeking to annihilate all that stood for what was good and proper. The city's militia had contained the cult's activities but could make no headway in rooting them out. Apparently, those humans who dabbled in things best left to the runesmiths predicted a ritual meant to consume the city in a flood of demons was being prepared and unless stopped, the cultists would succeed.

Allegedly, a mighty host of Kislev was amassing, prepared to arrive in the city and drive the evil out. At the best estimates by the longbeards, though, that force would arrive in a gutted and ruined city only able to seek vengeance for the fallen. So, King Ironarm gave his orders to the Falling Hammers. To make all haste to Praag and destroy the ritual.

That order had been given hours ago, and he was sure that only the vile brew that the priestesses of Valaya had made him drink was keeping him from perishing from the cold. This high up, above even the tall mountain peaks below, the air was thin and the temperature biting. But, the wait would soon be over. Soon, they would be above Praag itself. Then it happened, the amulet Rabbitcatcher was wearing began to change colors, turning from dull grey to a blazing red. Pulling in their wings, Rabbitcatcher changed directions, diving straight down through the clouds with a loud screech. Vaogut could feel his innards squeezed down, blood being forced towards his feet as his head began to feel light. Until the brew began to work its magic again, easing the pressure of the rapid dive on his innards.

Piercing through the bottom of the roiling clouds like falling stars, Vaogut took note that the rest of his squad was diving in formation as well. Below them, lit by flame and choked by smoke was Praag. Lower and lower they dived, picking up even more speed as the earth pulled them closer. Until Rabbitcatcher's amulet changed colors again, glowing a brilliant emerald. Without hesitating, Vaogut pulled on a strip of leather to his side, unlatching himself from the contraption strapped to Rabbitcatcher's chest. With quick practiced movements of his arms and legs, he reoriented himself, so that his feet were pointing at the ground instead of his head. Then came the impact, and even with the runes forcing most of the force outwards, it still brought him to his knees with a curse. Nine other thumps followed before he could even stand, each followed by nine distinct curses. Good, everyone had survived insertion.

Standing up, Vaogut surveyed the courtyard that the Brana had directed them to. Or what was left of it. The Falling Star Rune normally left very little of the surroundings intact, and this was no exception. Cracked tiles had been thrown outward, leaving only the dirt they had rested on. The brick and wood of the surrounding buildings had been cratered. Blood smears covering the ground were the only indication that before insertion there had been anyone in the courtyard.

"Sound off!" Vaogut yelled over his ringing ears as he unstrapped his hand axe.

Each of his brothers-in-arms sounded off. All present, no injuries. A perfect insertion.

"Our orders are simple! Find the Ancestor's damned ritual and stop it!"

"Where will we find it?!" Yelled his squad in unison.

"Where the fighting is the thickest!" Vaogut finished with a smile. "Now form up, and let us get to it!"

A man dressed in rags, armed with a crude axe, and covered in bloody symbols stepped out of one of the buildings yelling something no doubt profane. If he could be understood. A shot rang out from Thurdum's rifle and the cultist collapsed on the spot.

"Move, move move!" Vaogut yelled as he began to work his way closer to the center of the chaos he had seen from the air. His troops followed, each keeping an eye out for more cultists.

-----
Brew of the Falling Fool: Developed by the priests of Valaya in conjunction with the runelords of Karak Drakk, this brew is designed to assist a dwarven body to survive the extremes that aerial insertion by a Brana can impose. Granting warmth, improving blood flow, and a greater resistance to sudden changes in acceleration, this draught is only given to those who embark on the most dangerous aerial insertions. It tastes absolutely vile so that the priests can express their immense displeasure at the foolishness of those who need to drink it.

Rune of the Falling Star (Armor): In the Dwarven holds of the far north, runesmiths have worked tirelessly to ensure that their fellows can survive the harshest of trials. This rune is the result of such efforts. Designed to assist those foolish enough to purposefully fall from the sky, it takes the force of a fall and expresses it outwards as a shockwave. The greater the height of the fall, the greater the shockwave.


A/N: Another omake for the omake throne! A bit short, I will admit, but I was inspired by Snorri's tactical drop into the stronghold of a Fimir city. For if the Silver Ancestor of Vengence found great success in such a maneuver, I imagine other Dwarves would figure out a way to replicate it. Air-sick, foolish beardlings, to be sure, but the results would be spectacular.

I hope you enjoy the read!
 
Storri is basically a dawi sized WMD, and we jus dropped him like a tactical nuke on the enemy command center.
It was a risky move no doubt but a combination of the enemy general be speced to artefact based magic.
And her tzeenchian staff be like "i spinned the fun well and it say fuck you specifically" made so that this strike was absolutely ruinous for the fimir.

The deamons just all going to the fimir queen jugular also did not help.
 
As far as plan catapult goes-
I feel like we should seriously consider the cultural impact of that before we go through with it.
Or to put it another way:
Beardlings being foolish is always a thing.
There is a Runelord who works closely with Engineers in this Throng.
I imagine there are a fair few unique Rune combos that can answer the problem of high velocity impact killing the Dawi on landing.
 
After this current campaign we should definitely take the time to replace the anti-magic amulet with something significantly better before committing to the campaign again. The fight has proven that we need to get even better at anti-magic.
 
Yeah, but this was a Maergh in one of the outlying cities, not one of the inner ones or the capital. The fact that she was this strong doesn't bode well for what the stronger Maerghs will be like.
Okay let me put this into context.

If the next Meargh we fight has stats of 165 odd then BungieOni calculated that it would take 11 rounds for Snorri to lose.
6 -1
5 -1 + 1
5 - 1
4 -1 + 1
4 -1
3 - 1 +1
3 -1
2 -1 + 1
2 - 1
1 - 1 + 1
1 - 1 <- Dead at the end of Round 11
Given Snorris DoT to equipment that is enought to destroy about 14 hp worth of equipment. This is twice what the Meargh we just fought brought.
That is enough time to destroy 100+ points worth of stats flipping the fight far into our favour. It would probably be an even fight after two or three rounds, and based on that Snorri would win in round 8 or 9 with all existing damage regened after the Mearghs DPS fell below what was needed to reliably damage Snorri.
This isn't considering that SB also passively kills off supporting benefit from minions that can't withstand the storm.
In other words, if all future Mearghs are more or less on the same build as this one, giving them all an extra Mythical item more than that one we just killed wouldn't even give them even odds against Snorri.

Snorri hard countered this build so well that I don't actually think we need to worry about individual Mearghs anymore as they're going to be largely comparable but if they're lucky then their build will be more shifted towards previously cast hard to disrupt rituals.
The actual danger coming up in the future is that we're probably going to have to fight the Shard of Hashut and the Meargh that bound it at the same time. Not because that Meargh is probably much more powerful, but because the action economy could double their DPS.
 
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Probably, but that won't happen until either he tells everyone what happened, or they look for the result itself... somehow, amidst an ash-heaped ruin.
To be fair is not a big jump between the falling adamant star, the gigantic fire storm and a burned command center, to understand what storri did there, he dropped in and killed the general of the invasion making a gaint hole in the fimir army. All this before the wall go down.
It was verry showy even trough in santa dwarf's mind its was showy only because was the fastest way to kill the fimir and tus sparing dawi lives
 
Snorri's biggest counter are physical fighters who don't depend on equipment to outstat him: some Khornate peeps, some lizardmen and some orks. And even then, Snorri is enough of a stall build that I think he could survive to turn down his storm to levels where his allies can join the fight. So yeah, unless you ridiculously outstat Snorri, it's really hard to counter him.
 
It was also unfortunate that the regen amulet was the first to go and the freed demons went after the Meargh instead of Snorri.

I'm just waiting for the Fimirbane and citybreaker titles now.
 
Snorri hard countered this build so well that I don't actually think we need to worry about individual Mearghs anymore as they're going to be largely comparable but if they're lucky then their build will be more shifted towards previously cast hard to disrupt rituals.
The actual danger coming up in the future is that we're probably going to have to fight the Shard of Hashut and the Meargh that bound it at the same time. Not because that Meargh is probably much more powerful, but because the action economy could double their DPS.
Well if she hadn't been taken by surprise and knew we were coming she likely could have summoned a blood thirster which which likely would have been delighted to fight an enemy like us.
 
Snorri's biggest counter are physical fighters who don't depend on equipment to outstat him: some Khornate peeps, some lizardmen and some orks. And even then, Snorri is enough of a stall build that I think he could survive to turn down his storm to levels where his allies can join the fight. So yeah, unless you ridiculously outstat Snorri, it's really hard to counter him.
Yes, Snorri is very well equipped to tackle our current foes as he's very good at remove their bonuses. Dwarves specialise in counter magic which is ideal when all the enemy heroes are casters. Runes that damage items are far more effective against items with flaws in them. The Ashstorm will kill any attendants that a hero has who aren't very well protected.
A Caledorian Dragon Prince or Suraus Oldblood do not have those issues. Also we got bounced around pretty badly by the Daemon during the end of the Karag Dum campaign, not really in danger (due to the tag team in part) but also not making clear progress.

Out-dpsing the regen is also pretty possible, Snorri regens 1 every other round, whereas the Meargh regened 2-4 60% of the time every round (or she would have if that amulet wasn't destroyed so early). Snorri is clearly on the low side of what is possible as far as Regen goes as its approximately 1/4 the expected regen rate. So I'm pretty interested in seeing how we could get more single target damage in the future.

Well if she hadn't been taken by surprise and knew we were coming she likely could have summoned a blood thirster which which likely would have been delighted to fight an enemy like us.
Sure...
Nobody has said that surprise wasn't a huge benefit, however doesn't this basically fall into this:
The actual danger coming up in the future is that we're probably going to have to fight the Shard of Hashut and the Meargh that bound it at the same time. Not because that Meargh is probably much more powerful, but because the action economy could double their DPS.
Besides, unless her plan was to summon the bloodthirster after we appeared at the walls but before we arrived at the city centre then she had a literal month of siege to prep for this after she knew we were coming from the march.
Either she wasn't coordinating with the Sorcerer from before or she wasn't able to pull off that kind of sorcery.
 
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Depends if Soul gives great unclean ones a fire weakness, but they would also likely be trouble. They will likely have as much staying power, and they are very effective at weakening armour and damaging items.
 
This has almost certainly been theorised about, but I wonder if it might be possible to make huge a banner/idol-like runic item like the one that dries out the ground that takes the effect of Snorri's items and casts them out (in a diminished form) over a large group that makes his ash cloud survivable for allied armies, gives them a much weakened form of his Armour's effects ect.

Ideally, it would be the sort of thing that other T4/T5 equipment could be used with 'cuz having it be Snorri-only would be very wasteful.
 
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